Some specific power questions

if your goal is to be aware of things and not be surprised, just combat sense is fine.

if your gaol is to be able to react first, you need to be able to spot the danger and to react quickly.

For spotting the trouble, you can go several ways, buy a lot of spot and listen, buy the scent feat and buy super-senses. This ought to give you enough of an awareness roll to make spotting damager an auto thing.

For reacting first, for 2 pp per rank you can flaw down super-dex to just be "adds to initiative." As an extra this drops to 1 pp/rank. This, coupled with improved init and good dex ought to give you an init bonus that will practically guarantee never going anything but firat.

Then, if you are paranoid, buy some combat sense, just in case.

Honestly it could be built like this...

Spider-sense
Super-Senses +10 (2 pp/rank)
Extra: Super-dex+10 (two flaws: init only)
Extra: Combat sense+10
Total cost 40 pp for level 10

Add feat: improved init takes it to 42.
 

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Uhm... *blink*

I think the Precognition works fine... I just want to have it the way, that she sometimes reacts to something, even tho she does not really know what's going on, just because she has this feeling of danger. Acting on instinct. But actually acting, like moving away from the spot, or activating some defensive power, not just retaining dodge bonus, which is what Combat Sense does.

Bye
Thanee
 

Hmm... thinking of a way to make invisibility more 'perfect' in combination with incorporeal at least.

Extra Perfect-While incorporeal there is no spot check within 5' (as long as the power operates at a rank equal to your power level).

or

Extra Perfect-While incorporeal there is no spot check within 5' (as long as your rank in invisibility +3 is at least equal to the spot rank of any observer).

Both make it necessary to increase the invisibility rank still.

Bye
Thanee
 

From Power Corrupts (and OGC):

Danger Sense
Cost: 4
Action: None
Range: Personal
Duration: Continuous

You have an uncanny ability to sense danger before it strikes, allowing you to avoid ambushes and sneak attacks. When you would normally lose your dodge bonus to Defense, you retain your Dodge bonus equal to your Danger Sense rank. Danger Sense does not increase your normal Dodge bonus.

When attacked by someone using the Surprise Attack feat, you may make a power check against a DC equal to the attack roll. If successful, you are still hit but the bonuses from Surprise Attack do not apply.

In addition to being alert to attacks, you may also sense other forms of danger such as poison drinks or falling pianos. This is a power check requiring a free action against a DC listed on the table below:

Code:
Situation
  Obvious Danger (falling objects, traffic)   DC 10
  Hidden Danger (poison drink, pit trap)  DC 15
  Completely Concealed, Unexpected Danger (teleported explosive)  DC 20

With a successful check you know danger is near, but not its source. Generally you have one round before the danger comes to fruition.

You also add your power rank to any Listen, Spot or Search checks to determine sources of danger.

Power Stunts:
Exact Sense: When making power checks to sense danger, you can tell the source of the danger if the power check is successful.

Extras:
Danger Reaction: You add your power rank to initiative checks.

Flaws:
Blind Spot: There is a certain type of danger, such as ambushes or poison, that you cannot detect.
 
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